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Everything posted by JadeOfMaar
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Oops! I didn't catch that part about rounding or I'd have done it. I'll make that adjustment soon. For deorbiting into a gas planet I was quite neutral and would leave it blank, figuring the only people who'll want to do that are out for some serious science (therefore they have expendable vessels) or they're going to aerobrake. Don't go computing anything for this...with serious intentions anyway.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@OhioBob I was expecting poor performance as while Tarsiss has exactly Duna's atmosphere pressure, the half of Duna's gravity and nearly twice the atmo height (and surely a different atmo curve provided by yourself vs Stock) would make worlds of difference. So yes, I was quite surprised. On the subject of atmosphere pressures, I've measured the ascent dV for the remaining atmo worlds excepting Catulluss and Tellumo, and stated Gael GSO in meters. Here's the updated chart, v0.5: Anyone who wants to use it, feel free and let us know.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Going to add these to the Gratian dossier. Until now I never saw what it was that kept bleeding my PC's performance anytime I came to low orbit here. But now I know what it is... Worth it! Then I went to Tarsiss. My plane works just fine, surprisingly, but Niven's proportion of atmosphere pressure to gravity makes it struggle when I had hoped Niven would be the best place for crafts like this.- 1,030 replies
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parts [1.12.x] Karbonite/Karbonite Plus (K+)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
I've developed my competency for resource writing from just that-- cheating ships around with scanners attached and knowing I don't need to change saves. I gave up on Range pretty quickly and defaulted to 1 for all planets except one where I said meh and put 50. I can happily go about figuring out Range again because of what I'm trying to do with it and Karbonite and Karborundum. Thanks to you I can put that nail in the coffin and even offer to update the documentation inside the resource files because this line: //Express all numbers as percentages 0.0-100.0, not 0.0-1.0! Is partially misleading and very obsolete. -
parts [1.12.x] Karbonite/Karbonite Plus (K+)
JadeOfMaar replied to RoverDude's topic in KSP1 Mod Releases
That's the kind of answer I've been waiting for, for a long time now since I started probing the CRP. Now does this formula apply only to the Sun or to every celestial body? Does the Range parameter also use this formula? I write resource allocations and have been trying to understand these two the entire time through trial and error so your answer will make my day. -
[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
What is that and can you replicate it? xD Moon looks like Ceti. And in the first picture, what are we looking for? Improved pine tree scatter?- 1,030 replies
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@Brownhair2 I've seen Titanus on a livestream. How can you just... land on -that- planet with a tiny Mk2 plane? o.o! ohoho... I see your X-43's. Looks like I've made a new friend.
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This @Brownhair2 I like your New Horizons adventure by the way. I've wanted to see some action with that planet pack.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
I forgot that I was trying to avoid that. Head was in the clouds... *badum tish* It's hard to tolerate that when screenshotting is concerned. Thanks for the headsup.- 1,030 replies
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Mine contains just a little Mk2 Expansion and Tweakscale-- easily replacable for a stock-only variant which I already planned for. Your idea is awesome. You may PM me for building tips. It's basic stuff. Progress is smooth, unlike a GIF. Staring at the star while it was above Otho gave me the thought "Why don't you... catch the END of an eclipse while in atmosphere?" And so I did. Valentina's been landing on the minor worlds with atmosphere and putting the yard stick to them for liftoff... So you don't have to™.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Experiencing Otho's flag... while landed!- 1,030 replies
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A challenger appears!
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Getting back to business in KSP 1.2.1... So much screenshottery to do and delta-V to measure for the sake of my KSPedia-like thing and an upcoming dV map for the Galilean Planets. Here's Jebediah who's supposed to be old and retired as happy as any kerbal can get at Tarsiss, the moon of moon. And then at Catullus, keeper of the Tarsiss. I didn't try to land him there for screenies. (He's not in polar orbit but) I find this view unexpectedly epic. The mix of lights give the scout ship a Romulan vibe, doesn't it? Also, running medium SVE wouldn't do any screenshots justice. I can guarantee you it will look like Eve down there. Valentina was sent instead to be landed on Catullus, with a better dV measuring craft but that still went very poorly. So she landed on Loki, the nearest moon of Gauss and discovered the Shadow Fest! Truly all is not as it seems in Gaussian space.
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Only among Galileo's Planets will you get views like... Update: It's officially a shadow fest. All the moons are doing it.- 1,030 replies
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Eeloo. need MORE boosters RTGs. :U
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Forget all that. Look at how shiny the navball is. He's got some new kind of pre-release graphics mod and it's overexposing things. Read the warning label, dude!
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Cool. I wonder what value you'll get for Niven as I already put something rough for ascent (2200m/s) with my own manual testing with an orbit of 62~64km. I did mentally exclaim "What the deuce?" when I read "South Pole star" in your thread. That GIF!- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Test release of dV map. I plugged in all the numbers I got so far and added a version number.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
Then the case is settled. No one's objecting.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
I feel for OhioBob. But GN is purely a sandbox thing indeed.... Now I've poisoned my imagination with having these planets around an A-class star, from all the blue in this mod's promo art.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@Sigma88 I understand completely. The universe needs variety! Like flavors in snacks. It's rather hard to find an existing analogue to Ciro, at least on short notice. I ended up at α Mensae, a G7 V, but that's no match either. I'm betting Gael's SMA might be irrelevant in the neighborhood. All that would matter is if it's still in the habitable zone if/when Ciro is replaced... especially with a blue giant or red dwarf.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@Sigma88 Ciro is the local star's name and its class is G0. But hey it might change. That kind of thing is OhioBob's territory mainly. now I wish I had my planets. I'd put them around a K class star.- 1,030 replies
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[1.2] Galileo's Planet Pack (development thread) [v0.9]
JadeOfMaar replied to Galileo's topic in KSP1 Mod Development
@Benji13 About your concern with Galactic Neighbourhood I don't think GPP is mature enough to qualify to join. We're still on high alert here for problems that will hamper the experience with GPP by itself. I also had the thought... is there possibly some major, discrete technique that Galileo uses for SVE, SVT in GPP that may conflict with like features in other planet mods like what caused eddie's KSC abyss problem with Rald?- 1,030 replies
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This is the first real mod I would like to build: something to really take advantage of any and all oceans. I normally spend my KSP time making sci-fi ships and overblown stations or bases and try to harness resources in unconventional ways--and spend more of that time testing things than doing missions with them. I love the concepts of producing fuel from [resources; situations] other than [Landed; Ore] and you'll be seeing the fruits of this knowledge in the mod that I'm helping to develop: Galileo's Planet Pack. But before that mod is finished (at least, it reaches release 1.0), I want to expand on or complete this exact knowledge and develop my own little thing to gift to everyone. I've tried to build boats and in my experience it's bothersome that feature-filled sea vessels or simply any that can go far need to be super-massive or have a support craft deliver fuel to them [such as amphibious crafts taking the Elcano challenge], and I've tried to build things that can refuel themselves in ocean, especially Kerbin's ocean. The Karbonite mod has parts for this but Kerbin itself is very scarce in karbonite and I don't want to hack that and theoretically poison the planet with karbonite. Then again, kerbal oceans might as well overflow with that instead of typical salts. They can get the salt for their non-sweet snacks from some other place. Outline and Progress The method/intention is this: I want to utilize the IntakeLqd and Water resources, add these capacities to all intakes and stock LF tanks, augment air-breathing engines (especially the low-altitude turbofan type) to use IntakeLqd and Electricity, and I would like to have LF, LFO, LH2 options facilitated via Electrolysis in the Convert-O-Trons. I've already taken a few shots at it but I'm not seeing any hint of progress yet. I've produced 5 config files so far but they're little more than scraps with the tweaks I hope for and attempted clones of the Whiplash engine and short Mk2 LF tank, and attempt to add modules to all intake and ISRU parts. The mods that have inspired me are @5thHorseman's MM patch collection (namely the ISRU Ablator patch), @MatterBeam's SimpleConstruction mod (stockifies EL), and @Nertea's Near Future Propulsion: I've lovingly made ships that run on only ArgonGas and with atmo scoops they can refuel while landed--no drills, no worries about landing where the resource is scarce. Goals The purpose of this mod is to provide a stockified or stock-based means to make Kerbin's ....(and yeah, Laythe's oceans!) very useful: to provide a whole new mining experience, and make it easier for boats and amphibious vessels to run much longer--run as long as their batteries are charged, and to refuel while splashed down while keeping the Vanilla rating high: if this mod goes absent, no ships get crippled, no kerbals go MIA.